Forum Replies Created
August 18, 2015 at 12:08 am #17024
MAKE IT WORK AT THAT LEVEL – or don’t bother with RQ at all. It’s almost like you think players should be ashamed to have a Hero level character. When instead, that should be the GOAL. You promised the Hero Wars. Not the farmer wars. Not the Tula Wars. Not the Low Level characters Wars. The HERO WARS.
Deliver. I think after 30 plus years, a faithful customer shouldn’t have to see a version of D&D do what RQ cannot. It’s not an unreasonable demand.
I think you’re overlooking the many tools RQ includes as defaults to give characters that heroic edge. Luck Points, both individual and group, are the most obvious examples, but then there are generous skill augments from Passions and other skills, plus the Combat Special effects which, when used creatively, can be spectacularly satisfying (Bleed I’ve dealt with on the other thread). So no, I don’t think your demand is reasonable, because I think you’re overlooking a lot things that are already there to create the kind of play experience you’re after. However, RQ has always been a very different play experience to D&D. HeroQuest and 13th Age are deliberate attempts to take that kind of experience even further. RQ has always been about the grittier side of things, but I think that, with RQ6, we’ve offered more tools than ever before to make your characters more heroic than they’ve ever been. But then you have said, Pentallion, over on the Design Mechanism forum, that you really prefer RQ3 anyway and only use RQ6 (or bits of it) because there are Roll20 Character Sheets available. So, I’m actually not really sure what the problem is.August 17, 2015 at 11:51 pm #17023
I wasn’t referring to bleeding the bat. I was just responding to the previous posters last points. In fact, the whole Bleed mechanic should be available only on crits IMO. By it’s very definition it represents the severing of a major artery. And that is by its very definition, a critical hit.
As Hannu’s pointed out, before a Bleed takes effect there’s still an Opposed Endurance/Combat Style roll to take into account before Bleed is considered effective. This is why it isn’t a Crit Only effect. I’ve lost count of the combats I’ve run and the Bleed attempts I’ve seen; I certainly haven’t seen it become the deal/game breaker you’re claiming it is, so perhaps you can give me a couple of play-based examples where it has been too powerful to support the argument.
I’d also offer this in defence of the way we structured Bleed (and to counter your wonderful Pugsly example). I take a razor blade and slice open a vein (I don’t have to open an artery or cause Dexter-style spray everywhere). The razor doesn’t cut very deep, and perhaps does only 1 point of damage in game terms, but if I now lie down and don’t fight the inevitable, I’ll soon die as I bleed out. An innocuous cut or nick can have the same effect. A stab to the gut in the right place won’t cause massive, critical amounts of trauma, but quite rapidly the blood loss and shock will build and yes, I’ll be on my last legs soon enough.
In my experience, most combats are over within 2 or 3 rounds – more than enough to then get help, magical or otherwise, for Bleeding characters. Also, if a character is Bleeding, they should get the hell out of the fight, if they can. The RQ6 combat rules are designed to make characters and players think about the consequences of getting into a fight in the first place. Nasty things happen. If they happen to you, do something about it.
Oh, and don’t forget Luck Points either (they’re in the game for a reason). A Luck Point can be used to downgrade a wound, change a dice roll, or, as I would also allow, negate a Special Effect.
So I would change RQ6 to make Bleed only available on critical hits. That would change a lot of weapons, but it is necessary IMO.
If you’ve genuinely found Bleed to be such a game changer in play, then do exactly that. It’s your game. Make the rules work for the way you want to play. I don’t think making Bleed a crit-only Effect will change anything aside from the frequency with which Bleed can be used (it won’t make any different to weapon stats), so it seems like an easy thing to do to negate the problems you seem to have encountered.October 21, 2014 at 12:38 am #11320
You know what I think needs a book? The Kingdom of Ignorance. I got asked about it on the blog, and that was the first time I really had a peek at the Kralorela material. I’d love to have a go at expanding the stuff that’s described there.
By all means send us a 500 word proposal on the Kingdom of Ignorance! Drop me a line at lawrence DOT whitaker AT gee-mail DOT comOctober 15, 2014 at 11:48 pm #11293
Here’s a couple of things to ponder on.
Design Mechanism is a two-person company. One of us has a Day Job. We do a huge amount of work ourselves, but also need the help of outsiders. We also have non-Gloranthan projects we’re committed to, so our flexibility is somewhat confined. This is why I said, if anyone has an idea for a book they want to see and perhaps write (or even contribute something to), get in touch. It would be lovely – simply lovely – to have the resources to do all the work necessary to research, develop and publish a book on an entirely new region, but without involvement from the community, it’s going to be difficult to do.
So, if there’s an absence of willing community help, then we have to work within certain limits. Michael O’Brien came to us a while back and said that he wanted to revisit, revise and expand Sun County and Borderlands. Not ‘rehash it’, but give it a fundamental makeover. I think it’s great that one of RQ’s and Glorantha’s best writers is willing to come back to fold after a LONG hiatus and help us with the support we want to offer Glorantha. Sun County may not be an area you are especially interested in, but there is a wider audience out there.
Plus, for every person who cries Pent Pent Pent there another dozen crying Pamaltela Pamaltela Pamaltela. And another half dozen screaming for Holy Country and then another bakers’ dozen wanting Seshnela. We make choice: we piss someone else off. We can’t win, whatever we do.
We’re starting with what we can deal with comfortably and well, folks. We’re making use of tried and trusted help. We have plans, already underway, for a book of original adventures situated in Prax. But given the constraints of the company, there’s only so much we can do with RQ Glorantha in these early days. As we grow, we hope to see more. But if people want to see a wider scope, then, I’m afraid, we’re going to need some help. Otherwise, we’ll take things at the pace we’re taking them, in the way we’re taking them, and for all the right reasons.October 10, 2014 at 4:28 am #11232
Yeah time for new stuff. Lots done for all the new folk but us oldies shouldn’t be forgotten.
Lunars, Holy Country and Pent are great suggestions.
By all means send us your pitches for the books covering these areas!October 4, 2014 at 12:39 am #11100
For RQ we’ll have, for certain, Sun County, most likely an updated Borderlands and, in time, Balazar. Will we go further afield into unexplored territory? Dunno. We’re not necessarily confined by Jeff’s output, but anywhere we detail will need his assistance at some stage. For now, the plans outlined above will see us through for a couple of years.September 1, 2014 at 2:27 pm #10656
We (Design Mechanism) do it all in InDesign using the Table of Contents facilities. This works the same way for print and pdf outputs, but the outputs change depending on whether you select the output to be Print or Interactive. We therefore generate two files: one for print publication and one for PDF publication, but we don’t go to any special lengths in the ToC prep. InDesign’s features are very good in that regard.September 1, 2014 at 2:19 pm #10655
Getting through the combat section, does RQ6 combat play any quicker than RQ3?
In general, yes. However, fights tend to be over with fewer mortalities and more surrenders and wounded-and-helpless opponents because the Special Effects place unfortunate combatants at a disadvantage far more quickly than in the old war of attrition model where most fights were aiming for death. For example, at a GenCon game I ran last week, a fight between 6 PCs and 6 Saxons ended with five of the Saxons badly wounded and one fatality, in a combat that went for four rounds (and took about 30 minutes to play-out). The combat saw lots of trips, over-extends, blinds and disarms and these contributed to a really thrilling fight that then enabled a whole lot of scheming as it was decided what to do with one of the surviving Saxons (he was sacrificed to the Goddess of the Solent, but that’s another story)…May 18, 2014 at 11:05 pm #7913
Obviously if you buy from either the Design Mechanism site, or here, we get a much larger share of the revenue than if you were to buy from DrivethruRPG, but otherwise, no; we don’t have a preference.January 14, 2014 at 12:54 am #6727
There’s absolutely no reason why a cult cannot have mixed belief/magic systems. The examples in the RQ6 rules are single-strand purely for expediency, but I think its very easy to have Theist/Animists (Shinto is a good example of this), Sorceror/Animists, Sorcerer/Theists (our bad guy in Book of Quests is one of these) or any other ‘/’ combination you want to entertain.
One question that might arise is, having access to multiple magic systems in the same cult is unfair or creates a situation whereby everyone will only ever want to be in THAT cult. But really, its more an issue of perception than practice. All the higher magic systems depend on you advancing in at least two skills to get better in that discipline, so players will need to work out and decide what to spend their rolls on. Secondly, the spread of spells/miracles/talents/spirits is generally dependent on cult rank, which again relies on skill progression…
So its self regulating.
I also don’t think you necessarily need to come up with convoluted rules or excuses for why some cults have both animism and theism as their core. Its perfectly possible and acceptable for some cults to worship gods and receive miracles, but also propitiate the spirits and gain their powers too, depending on the circumstances. The magic system and Magic Point/Devotional Pool mechanics are flexible enough to handle whatever whacky combination you want. Where Glorantha is concerned its really just a question of reflecting your interpretation of the cult and its magic in the way that fits your Glorantha.
Because YGWV and YRQWV.December 19, 2013 at 11:50 pm #6486Quote:And I have to say (again) that Loz’ attitude towards other rules systems is amazingly open-minded, and I really appreciate that.
Well, thank you for that :-). But I’ve always been of the opinion that every game system (well, 99% of them) have their merits and you should never be dismissive of something just because its no longer the newest or shiniest. RQ6 simply couldn’t have happened without all the previous editions: I’m enormously grateful for that heritage and feel truly privileged to be part of its continuation.December 19, 2013 at 11:47 pm #6485Quote:Quote from Steve Quinn on December 18, 2013, 01:05
I’d invite you to play in my campaign Ralph, but I live across the pond in the land of ice and snow, Canada. And I might add it is awfully icy and snowy today, a mere -25 or so centigrade.
I have seen now a site for online gaming which includes mapping, rolling, speech communication and other tools to allow you to play RPG’s online with others. It might be an option if you are lacking local players.
Roll20.net is the site, if you are interested. Nicest thing is it’s system neutral, although I haven’t really used much of it myself yet, not having the need.
Whereabouts in Canada, Steve?December 19, 2013 at 11:45 pm #6484
We’ve just released ‘Hessaret’s Treasure’ for RQ6. Its very much in the classic, self-contained, borderlands expedition vein of some of the classic era RQ2 scenarios. Its not specifically Gloranthan, but you can make it such very, very easily (and we even give some sample Glorantha locations in there to act as inspiration.).December 10, 2013 at 11:51 pm #6375
Evilroddy, the older versions of RQ remain fine games. RQ2 and RQ3 have their own pros and cons, carry special memories, and handle things in different ways that remain appealing even in the face of new editions. Don’t feel bad about sticking with the older versions: it all a question of works well for you and your players. If it ain’t broken, don’t fix it. And I say this as RQ6’s publisher!December 7, 2013 at 12:01 am #6318
This is best in the RuneQuest section of the forum, but I’m happy to answer it here.Quote:There’s no rules for forming an Empire during play.
The reason is because most roleplaying game settings already have states and empires defined. Glorantha, for example, has several empires already in existence. The creation of an empire during game play is going to be a quite extraordinary and long-term event (they’re not built overnight) that its assumed that the empire creation will have happened either before play begins, or be a case of GM fiat while play happens and is abstracted over the course of years or decades.
RQ Empires deals with how empires expand, contract, atrophy, and relate to their client states and opposition. The book isn’t designed as a pen and paper version of either Civilisation or Populous: its meant to augment existing settings, where such powers are already established.